Bone Mask
Creates a new pose by doing a per-bone blend of two base poses. The per-bone weights are defined in the ModelDoc.
Blend Space
The coordinate system that the bone transforms should be blended in.
- Parent Space (Default): Relative to each bones' parent
- Model Space: Relative to the entity's model. Think world space if the entity was standing at the world origin
- Model Space, Rotation Only: Same as model space, but only the rotation is blended. This prevents the mesh from deforming unnaturally due to unwanted bone translation.
Use Blend Source
When enabled, a value will be used to scale the values of the bone mask. A value of 0 means nothing is blended in (ie: Child 1 is used unmodified), and a value of 1 means that 100% of the bone mask is used to blend Child 2 onto Child 1.
Timing Control
Choose how the node its presents its timing to its parent node.
- Use Child1: Use the cycle and duration of Child1 as the cycle and duration of this node. The child nodes are not synchronized.
- Use Child2: Use the cycle and duration of Child2 as the cycle and duration of this node. The child nodes are not synchronized.
- Synchronize Children: The cycle of the child nodes are kept in sync, and the cycle and duration of this node is a blend of the values from both children.
Root Motion Blend
Controls how the root motion is blended between the two source animations. A value of 0 means use only the motion from Child1, a value of 1 means use only Child2.
Foot Motion Timing
Choose how the node its presents its foot motion timing to its parent node.
- Use Child1: The foot motion from the first child is used
- Use Child2: The foot motion from the second child is used
Reset Child1
If true, then when this node receives a reset it will forward the reset on to Child1.
Reset Child2
If true, then when this node receives a reset it will forward the reset on to Child2.